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Published: 2013-07-09 02:17:51 +0000 UTC; Views: 24371; Favourites: 166; Downloads: 131
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Description
Although I am using the standard format for explaining this effect, there are somethings you need to know which are not so easily illustrated. So the text here will cover the omissions. I will try to keep it brief.The Sliders
Both controllers use the same type of sliders. Briefly this is what they do, but important to keep in mind that the sliders are complimentary in the sense that they effect each other as well as the effects of the other sliders but to a lesser extent.
The controllers have a huge effect on the behavior of the global lighting set up, so set this up first before tweaking with the sliders.
Also make sure you turn on: view(V) > camera lighting tracking (C).
MainLight +/- : these sliders affect the behavior of the primary global lighting. Primarily their intensity and tones.
GroundRef +/- : these sliders control the way the ground plane interacts with light cast on it. It is most noticable of the ground plane, but it actually controls the light thrown back from the ground plane on to other surfaces, primarily on the MMD model.
RimLight +/- : these sliders control how light "curves" over the edges of the MMD models. Especially useful for backlighting control or when the primary lighting is coming off the ground plane.
LightEdge + : the effect of this slider is situational. Very often you won't see any immediate apparent result. Mainly a highlighter.
AmbientEdge + : this slider controls how the light from surrounding objects interact with other objects in the vicinity. As it's name implies the visual result is most noticable around the edge of objects.
Use and Considerations
The controllers are loaded as PMD models. Their actually location in 3D space is irrelevant as the direction of their effects are controlled via MMD's global light settings.
These effects are fairly system intensive. They can really bog down a slow system.
There are two controllers:
Post OverRayVR.pmd
Post GammaLightVR.pmd
For most applications you will only need the first one. The second one is used to correct or adjust colors and tones set by the first one. According to the instructions, however, it can also be used as a light source coming from the opposite direction.
The controllers can be used by themselves to emulate the effects of other MMD shaders.
Understanding how the lighting system works in MMD and why these controllers are useful
I can only this briefly as the subject is actually quite complex. MMD's light system factors in only light from the global light source and reflects this directly to the camera. When the light hits an object it factors in the properties of its material as set by its diffuse, ambient, specular, transparency and shininess values. These can also be offset/adjusted through the use of tone, sph and spa maps. The system in place is sophisticated and primitive at the same time. So for example, you cannot have a truly luminous material without the use of an MME effect, but it does a fairly good job representing dull to shiny materials through a combination of the aforementioned.
What MMD does not do is factor in light reflected from other materials on to the object or model. This is the primary reason why MMD cannot produce photorealistic results (like Poser could for example). Software like Poser uses as system that is called Ray Tracing and in a nutshell, this allows for the program to calculate how light interacts with a model from all sources in a scene. Naturally, this is pretty system intensive and this is probably why MMD doesn't have it as it's really made for making music videos on your average home computer system.
The Post OverRay effect fills this void by virtually simulating a Ray Tracing environment, and this is one of the reasons why it works so well with other shaders as it makes up for their primary short-coming. Specifically, almost all MME shaders do not factor in light sources from any source other than the global light source.
But the Post OverRay effect also factors in the characteristics of materials in models, so once again for those who understand how the material specifications really work, in theory almost photographic qualities could be achievable via the careful specification of materials via the PMD editor, using the correct shaders and correction effects plus careful adjustment of the global light source tweaked with these controllers. So the net effect is a greater degree of realism or more realistic renderings. Although, to be honest I don't think you will be able to get the same results as from Poser, but something very close should be possible.
Download
The effect was written by Elle-P and can be downloaded from: ux.getuploader.com/Elle_DataPoβ¦
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Comments: 25
WineInAnOpenWound [2015-07-25 20:05:47 +0000 UTC]
This is probably one of the most helpful lighting effects. I find it useful to add some extra dimension and brightness to a picture without even applying any shaders! Since some shaders that add the appropriate "fullness" I need for the picture are going to crash my computer (i.e. Hyper Shader and to some extent Greener shader), PostOverRay is extremely useful. I also find that Serious Shader works pretty well with daytime scenes, and is a bit easier on the program.
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Trackdancer In reply to WineInAnOpenWound [2015-07-27 22:06:20 +0000 UTC]
I actually really like SeriousShader. Highly under-rated but extremely good for softening shadows and seems to be very system resource friendly.
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WineInAnOpenWound In reply to Trackdancer [2015-07-29 13:35:15 +0000 UTC]
Indeed, the shadow softening part is absolutely great!
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Kogome62 [2014-04-16 21:31:05 +0000 UTC]
Yay~! The global lighting effect I had before wasn't very good, but this is perfect. Thank you!
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Trackdancer In reply to Kogome62 [2014-04-18 22:45:35 +0000 UTC]
Yeah, this is a pretty handy effect and is really easy to use once you've got the hang of it.
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Vocatrekkie [2014-03-09 08:25:56 +0000 UTC]
Thank you for all these great tutorials. I didn't even know this effect existed, and certainly wouldn't have known what to do with it.
First effort using it, and I know I still have a lot to learn. Any pointers would be appreciated
vocatrekkie.deviantart.com/artβ¦
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Trackdancer In reply to Vocatrekkie [2014-03-09 21:36:49 +0000 UTC]
Rather than giving you a critique (which would be a useless exercise coming from me) I rather suggest that you look at photographs of similar lighting situations in real life and use those as a guide to adjusting the lighting using the controller. MMD doesn't quite have the lighting qualities that expensive modeling programs can offer, but it's very close and I've got excellent results from MMD and honestly, it's a lot easier to do in MMD.
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BlakeJX [2013-07-14 13:46:02 +0000 UTC]
I still have no idea how to use this yet -.-
Gotta play with it more now
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Trackdancer In reply to BlakeJX [2013-07-14 15:58:24 +0000 UTC]
You'll figure it out after messing around with it a bit.
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PhantomPhan14 [2013-07-10 18:29:19 +0000 UTC]
This is very useful, thank you.
I do have one question however. How did you get greener shader to work? I'm doing a sunny scene too and was hoping to use it but my model stays the same no matter what I load.
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Trackdancer In reply to PhantomPhan14 [2013-07-10 18:46:31 +0000 UTC]
GreenerShader is buggy. It's also possible that your system doesn't support it. One thing you might try is turning off self-shadow, both globally and uncheck the shadow box for the model to which the effect is applied.
As a substitute, which is what I used to do, you can use either AdultShaderS2+Diffusion5 or SeriousShader+Diffusion5. If you can't find Diffusion5, the current version will also work. Then set up your lighting so that it comes primarily from the front and increase the intensity (push the RGB sliders towards the right to increase the white light in the color spectrum). For daylight the RGB colors should be equal values.
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PhantomPhan14 In reply to Trackdancer [2013-07-10 19:47:55 +0000 UTC]
The self-shadow thing didn't work so I went with a different shader like you suggested. It looks nice now. Thank you.
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Trackdancer In reply to PhantomPhan14 [2013-07-10 23:36:11 +0000 UTC]
YW, glad it worked out for you
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kaahgome [2013-07-09 02:47:59 +0000 UTC]
For some reason greener shader make everything go white here ;^;
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Trackdancer In reply to kaahgome [2013-07-09 02:53:18 +0000 UTC]
Try turning off self-shadow (as in unchecking the shadow box in the model manip panel). That usually fixes the problem. If it doesn't, turn off self shadow completely as well.
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kaahgome In reply to Trackdancer [2013-07-09 02:59:51 +0000 UTC]
I turned it off, still white :C
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Trackdancer In reply to kaahgome [2013-07-09 03:31:04 +0000 UTC]
Ok try this. Load the effect onto one of the default models. These don't use texture maps except for the eyes. So the effect should work on them except perhaps the pupils. If they are still white, then something else is going on.
Usually, you only get this bleaching effect with models with tex maps. Such as Mamama's Gumi. But removing self shadow completely from these types of models usually solves the problem.
So what we need to know is whether the effect just doesn't work at all, or we're dealing with the usual problem, and using the default models with tell us that.
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kaahgome In reply to Trackdancer [2013-07-09 13:16:41 +0000 UTC]
Yah every Greenershader I have works in non textured models :C
But the new greener shader that doesn't work on normal textured, its kinda upseting, so its just not me
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Trackdancer In reply to kaahgome [2013-07-09 15:34:49 +0000 UTC]
I have version 1.2 which works on normal texture. But I have noticed one thing. I'm using MMD 7.94 and have found it can't be quirky at times. Some models like Millefeuille (by Sunosuno) who is a perfectly normal textured model doesn't even display properly in 7.94.
Now the interesting thing is this. GreenShader v1.2 when used on Gumi (Mamama) in MMD 7.39 displays as white, but it works fine in MMD 7.94. dDarkShader and some of the other dwhatever shaders work fine in 7.39 but will make some PMD models completely disappear in 7.94. So for the moment, I still have to keep both versions of MMD which is a pain.
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MonolithicDream In reply to Trackdancer [2015-12-30 05:53:16 +0000 UTC]
may i have that version?Β sorry for randomly popping out of nowhere
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MadNimrod In reply to Trackdancer [2013-07-09 02:27:14 +0000 UTC]
^^ THAT'S RIGHT!!
[link]
I used your background trick here!
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